Game process control method, information storage medium, and game device

ABSTRACT

A chord type is associated in advance with an attribute of a character. Whether or not a chord is formed is determined from input sound in units of detection time t at specific time intervals, first to third attributes are determined as the attributes of creation candidate characters from the attributes of the characters based on the formation count in chord units, and the creation probability of each of the first to third attributes is determined based on the formation count of the chord of the corresponding type. A character with one of the first to third attributes determined according to the creation probability is created.

Japanese Patent Application No. 2006-234164 filed on Aug. 30, 2006, ishereby incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

The present invention relates to a game device which causes a newcharacter based on input sound to appear and the like.

A game device has been known which includes a sound input means such asa microphone and utilizes sound input from the sound input means for agame process. For example, technology has been known which determinesthe parameter of a character caused to appear based on the input sound.According to this technology, the input sound (analog signal) isconverted into a digital signal, and the digital signal is convertedinto a numerical value in frequency band units to create sequence data.Whether or not an arbitrary value in the sequence data coincides withpredetermined reference data is determined, and the parameter of thecharacter is determined based on the determination results (e.g.Japanese Patent No. 2860097).

According to the technology disclosed in Japanese Patent No. 2860097,the parameter of the character caused to appear is determined based onthe input sound. However, a parameter irrelevant to the meaning of theinput sound is generated. Specifically, since the player cannot expectthe parameter generated based on the input sound, the parameter of thecharacter is virtually determined at random. Therefore, it may betroublesome for the player to input sound for generating a newcharacter, whereby the player may lose interest in the game.

SUMMARY

According to one aspect of the invention, there is provided a gameprocess control method which causes a computer including a sound inputsection to execute a game in which a game character appears, the methodcomprising:

detecting a note set included in input sound input to the sound inputsection, the note set being one of different types of note sets formedby combining predetermined notes;

selecting a game character caused to appear based on the detectionresult;

causing the selected game character to appear; and

controlling display of each game character including the new gamecharacter.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

FIG. 1 shows an example of the outward appearance of a portable gamedevice.

FIG. 2A shows an example of an egg selection screen, and FIG. 2B showsan example of a character list screen.

FIG. 3 shows an example of a character creation production screen.

FIG. 4 shows an example of a character creation screen.

FIG. 5 shows a functional configuration example of a portable gamedevice.

FIG. 6 shows a data configuration example of possessed item data.

FIG. 7 shows a data configuration example of a character setting table.

FIG. 8 shows a data configuration example of detected note data.

FIG. 9 shows a data configuration example of level condition data.

FIG. 10 is a view illustrative of causing silence to occur at adetection time t at which five or more consecutive notes are detected.

FIG. 11 shows a data configuration example of note detection total countdata.

FIG. 12 shows a data configuration example of start note data.

FIG. 13 is a view illustrative of generation of note-name-unit detectiondata from detected note data.

FIG. 14 is a view illustrative of causing silence to occur at adetection time at which seven or more consecutive notes are detected.

FIG. 15 is a view illustrative of determination of formation of a chordin note-name-unit detection data.

FIG. 16 shows a data configuration example of chord formation countdata.

FIG. 17 shows a data configuration example of a chord classificationtable.

FIG. 18 shows a data configuration example of score data.

FIG. 19 shows a data configuration example of a group/attributecorrespondence table.

FIG. 20 shows a data configuration example of determined creationprobability data.

FIG. 21 shows a data configuration example of a score setting table.

FIG. 22 shows a data configuration example of a note classificationtable.

FIG. 23 shows a data configuration example of note classification data.

FIG. 24 shows a data configuration example of a creation probabilitysetting table.

FIG. 25 shows a data configuration example of an attribute/colorcorrespondence table.

FIG. 26 shows a data configuration example of particle data.

FIG. 27 shows an example of generation percentage control data.

FIG. 28 shows an example of total generation count control data.

FIG. 29 is a flowchart of a game process.

FIG. 30 is a flowchart of a character creation process executed duringthe game process.

FIG. 31 is a flowchart of a creation probability determination processexecuted during the character creation process.

FIG. 32 is a flowchart of a filtering process executed during thecreation probability determination process.

FIG. 33 is a flowchart of a chord formation determination processexecuted during the creation probability determination process.

FIG. 34 is a flowchart of a group count shortage process executed duringthe creation probability determination process.

FIG. 35 is a flowchart of a character creation production processexecuted during the character creation process.

DETAILED DESCRIPTION OF THE EMBODIMENT

The invention has been achieved in view of the above-describedsituation, and may allow a player to estimate the relationship between agame character caused to appear and input sound to a certain extent.

According to one embodiment of the invention, there is provided a gameprocess control method which causes a computer including a sound inputsection to execute a game in which a game character appears, the methodcomprising:

detecting a note set included in input sound input to the sound inputsection, the note set being one of different types of note sets formedby combining predetermined notes;

selecting a game character caused to appear based on the detectionresult; causing the selected game character to appear; and

controlling display of each game character including the new gamecharacter.

According to another embodiment of the invention, there is provided agame device comprising:

a sound input section;

a note set detection section which detects a note set included in inputsound input to the sound input section, the note set being one ofdifferent types of note sets formed by combining predetermined notes;

a character selection section which selects a game character caused toappear based on the detection result of the note set detection section;and

a character appearance control section which causes the game characterselected by the character selection section to appear.

According to the above embodiment, the note set included in the inputsound is detected which is one of different types of note sets formed bycombining predetermined notes, and the game character selected based onthe detection result is caused to appear in the game. Specifically, thegame character caused to appear in the game is determined based on thenote set included in the input sound. For example, when detecting achord such as a major chord or a minor chord as the note set, the gamecharacter caused to appear is determined based on the chord included inthe input sound. Since the chord is an important element whichdetermines the tone of the input sound, the player can enjoy estimatingthe game character caused to appear from the tone of the input sound,whereby the player's interest in the game character can be increased.

In the game process control method, the note sets may be associated inadvance with the game characters;

the method may further comprise determining selection candidatecharacters including at least the game character corresponding to thedetected note set; and

the game character caused to appear may be selected from the determinedselection candidate characters.

According to this feature, the note sets are associated in advance withthe game characters, and the game character caused to appear is selectedfrom the selection candidate characters including at least the gamecharacter corresponding to the detected note set. Specifically, the gamecharacter selected from the selection candidate characters including thegame character corresponding to the detected note set is caused toappear as a new game character. Therefore, since the game charactercorresponding to the detected note set is caused to appear depending onthe probability, the game character caused to appear differs even if thesound is input, whereby the player can enjoy the game.

In the game process control method, the note set included in the inputsound may be detected at given time intervals; and

the selection candidate characters may be determined based on adetection total count of each of the note sets detected.

According to this feature, the note set included in the input sound isdetected in units of time at given time intervals, and the selectioncandidate characters are determined based on the detection total countof each note set. Therefore, the game character determined to correspondto the tone of the input sound appears with a higher probability as anew game character by determining the game character corresponding tothe note set with a detection total count equal to or greater than aspecific number to be the selection candidate character, for example.

In the game process control method, the selection candidate charactercorresponding to the note set with a larger detection total count may beselected as the game character caused to appear with a higherprobability.

According to this feature, the game character caused to appear isselected so that the selection candidate character corresponding to thenote set with a larger detection total count is selected with a higherprobability. Specifically, since the game character corresponding to thenote set with the largest detection total count appears as a new gamecharacter with the highest probability, the game character determined tocorrespond to the tone of the input sound appears as a new gamecharacter with the highest probability.

In the game process control method, the game character determined to bethe selection candidate character may be associated in advancecorresponding to a set note content which is a percentage of apredetermined note in the input sound;

the method may further comprise determining the set note content of theinput sound input to the sound input section; and

the game character corresponding to the determined set note content maybe determined to be included in the selection candidate characters.

According to this feature, the game character corresponding to the setnote content of the input sound is further included in the selectioncandidate characters. Specifically, a special game character existswhich may appear according to the percentage of a specific note in theinput sound. This makes it possible to further increase the player'sinterest in the game character caused to appear.

The game process control method, may further comprise:

detecting whether or not a set note which is a note set in advance isincluded in the input sound input to the sound input section at giventime intervals;

wherein a special character may be determined to be included in theselection candidate characters when a detection total count of thedetected set note has reached a specific number.

According to this feature, whether or not the set note is included inthe input sound is detected in units of time at given time intervals,and the special character is included in the selection candidatecharacters when the detection total count has reached a specific number.Specifically, a special character exists which may appear only when theset notes are included in the input sound in a number equal to orgreater than a specific number.

In the game process control method, the game character may be associatedin advance with each of a plurality of time conditions obtained bydividing a period in which the input sound may be input by date and/ortime; and

the game character corresponding to the time condition satisfied by aninput time of the input sound from the sound input section may beselected as the game character caused to appear.

According to this feature, the game character is caused to appear whichis associated in advance with one of the time conditions obtained bydividing a period in which the input sound may be input by date and/ortime and satisfied by the input time of the input sound. Specifically,the game character caused to appear differs depending on the input time,even if the same sound is input, whereby the game playability can beincreased.

The game process control method, may further comprise:

detecting an input timing of each note included in the input sound inputto the sound input section;

wherein the note set may be detected which includes the notes input atthe same input timing.

According to this feature, the input timing of each note included in theinput sound is detected, and the note set including the notes input atthe same input timing is detected.

In the game process control method, the note set included in the inputsound input to the sound input section may be detected in note nameunits.

According to this feature, the note set included in the input sound isdetected in note name units (i.e., while regarding the notes having thesame name as those same notes). Specifically, since the note set isdetected in note name units irrespective of the octave, the note set ismore easily detected.

The game process control method, may further comprise:

subjecting the input sound to a filtering process by detecting only thenotes included in the input sound input to the sound input section andhaving a specific intensity;

the note set may be detected using the input sound subjected to thefiltering process as the input sound input to the sound input section.

According to this feature, the note set is detected based on only thenotes included in the input sound and having a specific intensity.Specifically, a weak note which is included in the input sound and doesnot have a specific intensity is not detected as a note.

In the game process control method, the filtering process may includecausing a portion of the input sound input to the sound input section inwhich a specific number or more of notes are input at the same time tobe silent.

According to this feature, a portion of the input sound in which aspecific number or more of notes are input at the same time is caused tobe silent. For example, when inputting a number of notes at the sametime by simultaneously pressing piano keys over one octave, a note setis almost necessarily detected. According to the invention, since aportion of the input sound in which a specific number or more of notesare input at the same time is caused to be silent, an unfair inputoperation of inputting a number of notes at the same time can beprevented.

According to a further embodiment of the invention, there is provided acomputer-readable information recording medium storing a program forcausing a computer to execute the game process control method.

The term “information storage medium” used herein refers to a storagemedium, such as a hard disk, an MO, a CD-ROM, a DVD, a memory card, oran IC memory, from which the stored information can be read by acomputer. According to the invention, the note set included in the inputsound is detected which is one of different types of note sets formed bycombining predetermined notes, and the game character selected based onthe detection result is caused to appear in the game. Specifically, thegame character caused to appear in the game is determined based on thenote set included in the input sound. For example, when detecting achord as the note set, the game character caused to appear is determinedbased on the chord included in the input sound. Since the chord is animportant element which determines the tone of the input sound, theplayer can enjoy estimating the game character caused to appear from thetone of the input sound, whereby the player's interest in the gamecharacter can be increased.

Preferred embodiments of the invention are described below withreference to the drawings. The following description illustrates anexample of causing a portable game device to execute a breeding game.Note that the embodiment to which the invention can be applied is notlimited thereto.

<Outward Appearance of Game Device>

FIG. 1 is a view showing an example of the outward appearance of aportable game device 1 according to this embodiment. As shown in FIG. 1,the portable game device 1 is a folding-type game device in which anupper housing 10A and a lower housing 10B are connected through a hinge11 so that the portable game device 1 can be opened and shut. FIG. 1illustrates the portable game device 1 in an open state (during use).

The inner sides of the housings 10A and 10B are provided with twodisplays 12A and 12B disposed on either side of the hinge 11 during use,a speaker 13, a microphone 14, various operation buttons 15, and thelike. A touch panel is integrally formed in the display 12B over theentire display region. The touch panel detects a touch position in unitsof dots forming the display 12B according to a detection principle suchas a pressure-sensitive method, an optical method, an electrostaticmethod, or an electromagnetic induction method, for example. The playercan input various operations by utilizing a stylus pen 30 provided as anaccessory, or by touching the display 12B.

Game information including a program and data necessary for the portablegame device 1 to execute a game process and the like is stored in acartridge 20 removable from a slot 16 formed in the side surface of thehousing 10B. The portable game device 1 may connect with a wirelesscommunication channel through a built-in wireless communication device18 and acquires the game information from an external instrument.

The portable game device 1 includes a control device 17 including a CPUand an IC memory, the wireless communication device 18 for performingwireless communication conforming to a wireless LAN standard, a readingdevice for the cartridge 20, and the like. The CPU provided in thecontrol device 17 executes various game processes based on a program anddata read from the IC memory and the cartridge 20, a touch positiondetected by the touch panel, a sound signal input from the microphone14, an operation signal input from the operation buttons 15, datareceived by the wireless communication device 18, and the like, andgenerates an image signal of a game screen and a sound signal of gamesound. The CPU outputs the generated image signal to the displays 12Aand 12B to cause the displays 12A and 12B to display a game screen, andoutputs the generated sound signal to the speaker 13 to cause thespeaker 13 to output game sound. The player enjoys the breeding game byoperating the operation buttons 15 or touching the display 12B whilewatching the game screens displayed on the displays 12A and 12B.

<Outline of Game>

In the breeding game according to this embodiment, the player acquiresan egg as one type of item during the game. The player causes a gamecharacter (hereinafter simply called “character”) to be created (appear)by playing a melody for the egg, and rears the created character. Theplayer can play a melody by inputting melody sound (music) through themicrophone 14.

Different types of eggs are provided which differ in outward appearance.Different types of characters are set for each type of egg as characterscreated from the egg. One of the characters corresponding to the melodyplayed by the player is created. Specifically, the character createdfrom a single egg differs depending on the melody played by the player.The character to be created differs depending on the type of egg, evenif the player plays the same melody.

An attribute is set for each character. The attribute is a parameter bywhich each character is classified. The attribute affects the rearing ofthe character, the game process, and the like. In this example, theattribute is classified as “fire”, “wind”, “earth”, “water”, “light”,and “darkness” (six types in total).

<Game Screen>

FIGS. 2A and 2B are views showing an example of a game screen whencreating a character. FIG. 2A shows a game screen displayed on thedisplay 12B, and FIG. 2B shows a game screen displayed on the display12A.

As shown in FIG. 2A, an egg selection screen for selecting an egg fromwhich a character is created is displayed on the display 12B. Differenttypes of eggs OB provided in advance are listed on the egg selectionscreen together with the number of eggs currently possessed by theplayer. One of the displayed eggs OB is in a selected state. In FIG. 2A,three of all types of eggs OB are displayed. The remaining eggs OB aredisplayed by scrolling the screen. Among the three eggs OB displayed,the egg OB at the center of the screen is in a selected state andenclosed by a frame M indicating the selected state.

As shown in FIG. 2B, a character list screen which is a list of thecharacters set for the egg is displayed on the display 12A. Thecharacters set for the egg which is in a selected state on the eggselection screen (i.e., characters which may be created from the egg)are listed in attribute units. The name of the character which has beencreated and is possessed by the player is displayed, and the name of thecharacter which is not possessed by the player is not displayed(indicated by “???” in FIG. 2B). This allows the player to easilydetermine whether or not the player possesses each character.

The player selects the desired egg on the egg selection screen. Theplayer inputs melody sound through the microphone 14 by producing asound or playing a musical instrument according to a countdowninstruction displayed on the display 12A, for example. The portable gamedevice 1 then performs a specific analysis process for the input sound,and causes the character corresponding to the processing results to becreated from the selected egg. Note that the character is notnecessarily created depending on the input sound.

When the player succeeds in creating the character, a character creationproduction screen is displayed which produces creation of the characterfor a specific period of time prior to creation of the character. FIG. 3is a view showing an example of the character creation productionscreen. As shown in FIG. 3, the selected egg OB and a number ofspherical particles P are displayed on the character creation productionscreen.

The particle P indicates the character to be created. Different types(three types in FIG. 3) of particles P (P1 to P3) are displayed incombination. Each particle P has an identical shape, but differs incolor depending on the type. Each particle P is displayed usinganimation techniques so that the particle P generated from the egg OBmoves around the egg OB and is diffused. Each particle P disappearsafter a specific period of time (about a few seconds) has expired.

The numbers of respective particles P displayed change with the passageof time. Specifically, the numbers of respective particles P displayedare almost the same when the display of the character creationproduction screen starts, and gradually change (increase/decrease) withthe passage of time. One type of particles P (i.e., particles P of acolor corresponding to the attribute of the character to be created) aremainly displayed just before the display of the character creationproduction screen ends, and the numbers of the remaining two types ofparticles P displayed are reduced to a large extent. A change in thenumber of particles P displayed is controlled by changing the number ofparticles P generated.

When a specific period of time has expired after the display of thecharacter creation production screen has started and the charactercreation production screen has disappeared, a character creation screenof the character to be created is displayed. FIG. 4 is a view showing anexample of the character creation screen. As shown in FIG. 4, a state inwhich a new character CH is created from the selected egg OB isdisplayed on the character creation screen. The created character CH isadded to the possessed characters, and the number of eggs of theselected type is decremented (reduced) by one.

<Functional Configuration>

FIG. 5 is a block diagram showing a functional configuration of theportable game device 1. In FIG. 5, the portable game device 1 isfunctionally configured to include an operation input section 100, asound input section 200, a processing section 300, an image displaysection 400, a sound output section 500, a communication section 600,and a storage section 700.

The operation input section 100 receives an operation instruction inputfrom the player, and outputs an operation signal corresponding to theoperation to the processing section 300. The function of the operationinput section 100 is implemented by a button switch, a lever, a dial, amouse, a keyboard, various sensors, and the like. In FIG. 1, theoperation button 15 and the touch panel integrally formed in the display12B correspond to the operation input section 100.

The sound input section 200 collects sound such as voice input by theplayer, and outputs a sound signal corresponding to the collected soundto the processing section 300. The function of the sound input section200 is implemented by a microphone or the like. In FIG. 1, themicrophone 14 corresponds to the sound input section 200.

The processing section 300 controls the entire portable game device 1and performs various calculations such as proceeding with the game andgenerating an image. The function of the processing section 300 isimplemented by a calculation device such as a CPU (CISC or RISC) or anASIC (e.g. gate array) and its control program, for example. In FIG. 1,the CPU provided in the control device 17 corresponds to the processingsection 300.

The processing section 300 includes a game calculation section 310 whichmainly performs game calculations, an image generation section 330 whichgenerates a game image based on various types of data calculated by thegame calculation section 310, and a sound generation section 340 whichgenerates game sound such as effect sound and background music (BGM).

The game calculation section 310 performs various game processes basedon the operation signal input from the operation input section 100, thesound signal input from the sound input section 200, a program and dataread from the storage section 700, and the like. In this embodiment, thegame calculation section 310 includes a character creation controlsection 320, and realizes the breeding game by performing a game processbased on a game program 710.

The character creation control section 320 includes a creationprobability determination section 321 and a creation production section322, and performs a process relating to the creation of a character.Specifically, the character creation control section 320 refers topossessed item data 731, and causes the image display section 400 todisplay the egg selection screen in which different types of eggsprovided in advance are displayed together with the number of eggscurrently possessed by the player, as shown in FIG. 2A, for example.

The possessed item data 731 is data relating to the currently possesseditems. FIG. 6 shows an example of the data configuration of thepossessed item data 731. As shown in FIG. 6, the possessed item data 731includes possessed egg data 731 a and possessed character data 731 d.The possessed egg data 731 a is data relating to the possession of eggs,in which an egg type 731 b and a possession count 731 c are stored whilebeing associated with each other. The possessed character data 731 a isdata relating to the possession of characters, in which a character type731 f and a possession count 731 g are stored while being associatedwith each other in units of attributes 731 e of characters.

The character creation control section 320 refers to a character settingtable 732, and causes the image display section 400 to display thecharacter list screen in which a list of the characters corresponding tothe egg selected on the egg selection screen is displayed, as shown inFIG. 2B, for example.

The character setting table 732 is a data table relating to thecharacters set for each egg. FIG. 7 shows an example of the dataconfiguration of the character setting table 732. As shown in FIG. 7,the character setting table 732 is provided for each egg type. Thecharacter setting table 732 stores a corresponding egg type 732 a, andstores a plurality of character types 732 c associated with eachattribute 732 b.

When the egg has been selected on the egg selection screen, thecharacter creation control section 320 performs a specific countdowndisplay and the like, and starts to record the input sound.Specifically, the character creation control section 320 converts thesound input from the sound input section 200 into a digital signal, andstores the digital signal in the storage section 700 as input sound data721. After completion of recording, the creation probabilitydetermination section 321 performs a specific analysis process for theinput sound data 721, and determines the creation probability of each ofthree candidate attributes as the attributes of creation candidatecharacters based on the processing results.

Specifically, the creation probability determination section 321 detectsnotes within a specific octave range (e.g. three octaves) from the inputsound data 721 at specific time intervals (e.g. intervals of ⅛ seconds).The notes are within a specific octave range (e.g. three octaves) ofwhich one octave includes “do”, “do#”, “re”, “re#”, “mi”, “fa”, “fa#”,“sol”, “sol#”, “la”, “la#”, “ti” (12 notes in total). These 12 notes arealso called note names.

The note detection results are stored as detected note data 722. FIG. 8shows an example of the detected note data 722. As shown in FIG. 8, thepresence or absence of detection of each note 722 b is stored as thedetected note data 722 in units of detection time 722 a. In FIG. 8, “O”indicates that the note is detected, and “x” indicates that the note isnot detected.

The creation probability determination section 321 determines themaximum level (sound intensity) of the detected notes. The creationprobability determination section 321 excludes the note which isincluded in the detected note data 722 and does not satisfy a specificlevel condition from the detected notes.

The level condition is stored as level condition data 733. FIG. 9 showsan example of the data configuration of the level condition data 733. Asshown in FIG. 9, the level condition of the note with respect to themaximum level of the detected note is stored as the level condition data733.

The creation probability determination section 321 determines thedetected notes in the detected note data 722 in units of detection timet. When five or more adjacent notes have been detected, the creationprobability determination section 321 excludes all notes at the time tfrom the detected notes (silent). In FIG. 10(1), six adjacent notes from“mi” to “la” are detected at the time t_(n), for example. The creationprobability determination section 321 excludes all notes including thesesix notes from the detected notes so that silence occurs at the timet_(n), as shown in FIG. 10(2).

The creation probability determination section 321 calculates the totalcount (detection total count) of each note detected based on thedetected note data 722. The creation probability determination section321 counts the notes having the same name as those same notesirrespective of the octave. The creation probability determinationsection 321 sums up the detection total count of each note to calculatethe detection total count of all the notes. The creation probabilitydetermination section 321 sums up the detection total count of each noteprovided with sharp “#” (black-key note) to calculate the detectiontotal count of all the black-key notes. The black-key notes include“do#”, “re#”, “fa#”, “sol#”, and “la#” (five notes in total).

The calculated detection total count is stored as note detection totalcount data 741. FIG. 11 shows an example of the data configuration ofthe note detection total count data 741. As shown in FIG. 11, a note 741a and a detection total count 741 b are stored as the note detectiontotal count data 741 while being associated with each other. A detectiontotal count 741 c of all the notes and a detection total count 741 d ofall the black-key notes are also stored as the note detection totalcount data 741.

The creation probability determination section 321 determines the start(input timing) of the detected note based on the detected note data 722.Specifically, when each note in the detected note data 722 satisfies oneof the following conditions A1 to A3, the creation probabilitydetermination section 321 determines that note to be the start.

Condition A1: the note has not been detected at the preceding detectiontime t⁻¹ and is not detected at the subsequent detection time t₊₁.

Condition A2: the note has not been detected at the preceding detectiontime t⁻¹ but is detected at the subsequent detection time t₊₁, and thelevel of the note detected at the detection time t₊₁ is higher than thelevel of the note detected at the present detection time t.Condition A3: the note has not been detected at the preceding detectiontime t⁻¹ but is detected at the subsequent detection time t₊₁, and thelevel of the note detected at the subsequent detection time t₊₁ is lowerthan the level of the note detected at the present detection time t.

The start determination results are stored as a start note data 723.FIG. 12 shows an example of the start note data 723. As shown in FIG.12, the start note data 723 indicates whether or not each note 723 b isthe start note in units of detection time 723 a in the same manner asthe detected note data 722. In FIG. 12, “O” indicates that the note isthe start note, and “x” indicates that the note is not the start note.

The creation probability determination section 321 combines the detectednote data 722 of three octaves within one octave in note name units toobtain note-name-unit detection data 724. As shown in FIG. 13, thecreation probability determination section 321 creates thenote-name-unit detection data 724 of one octave by combining the noteshaving the same name as those same notes in units of detection time tirrespective of the octave.

The creation probability determination section 321 calculates the numberof detected notes in the note-name-unit detection data 724 in units ofdetection time t. When the calculated number of notes is seven or more,the creation probability determination section 321 excludes all notes atthe time t from the detected notes (silent). In FIG. 14(1), eight notes“do”, “do#”, “mi”, “fa”, “fa#”, “la”, “la#”, and “ti” are detected atthe time t_(n), for example. The creation probability determinationsection 321 excludes all notes at the time t_(n) including these eightnotes from the detected notes, as shown in FIG. 14(2).

Likewise, the creation probability determination section 321 combinesthe start note data 723 within one octave in note name units to generatenote-name-unit start data 725.

The creation probability determination section 321 then determineswhether or not a chord is formed in the note-name-unit detection data724. The term “chord” used herein refers to a combination (note set) ofpredetermined notes, such as a major chord and a minor chord. Thecreation probability determination section 321 determines formation ofdifferent types of chords. As shown in FIG. 15, the creation probabilitydetermination section 321 determines whether or not a chord is formed inthe note-name-unit detection data 724 in units of detection time t, andcalculates the formation count in chord units. In this case, thecreation probability determination section 321 determines formation ofone chord at each detection time t. Likewise, the creation probabilitydetermination section 321 determines whether or not a chord is formed inthe note-name-unit start data 725 in units of detection time t, andcalculates the formation count in chord units. The creation probabilitydetermination section 321 sums up the formation counts of thenote-name-unit detection data 724 and the note-name-unit start data 725in chord units to calculate the total formation count.

The calculated formation count is stored as chord formation count data742. FIG. 16 shows an example of the data configuration of the chordformation count data 742. As shown in FIG. 16, a chord determinationorder 742 a, a chord 742 b, and a formation count 742 c are stored asthe chord formation count data 742 while being associated with oneanother. The determination order 742 is set so that the order of afour-note chord made up of four notes is higher than the order of athree-note chord made up of three notes. The formation count 742 cincludes the formation count of each of the note-name-unit detectiondata 724 and the note-name-unit start data 725 and the total value.

The creation probability determination section 321 determines formationof each chord according to the determination order specified by thechord formation count data 742. Specifically, the creation probabilitydetermination section 321 determines whether or not each chord is formedin the note-name-unit detection data 724 according to the specifieddetermination order in units of detection time t, and determines thechord of which the formation has been determined first to be a chordformed at the time t. Likewise, the creation probability determinationsection 321 determines whether or not each chord is formed in thenote-name-unit start data 725 according to the specified determinationorder in units of detection time t, and determines the chord of whichthe formation has been determined first to be a chord formed at the timet. The creation probability determination section 321 sums up theformation counts of the note-name-unit detection data 724 and thenote-name-unit start data 725 in chord units to obtain the totalformation count.

The creation probability determination section 321 determines the sum ofthe formation count of each chord belonging to each of the chordclassification groups (A) to (D) to be the score of each group accordingto a chord classification table 734.

The chord classification table 734 is a data table which defines theclassification of chords. FIG. 17 shows an example of the dataconfiguration of the chord classification table 734. As shown in FIG.17, a group 734 a and a chord 734 b are stored in the chordclassification table 734 while being associated with each other. Thegroup 734 a is classified into four groups (A) to (D).

The scores of the groups (A) to (D) are stored as score data 743. FIG.18 shows an example of the data configuration of the score data 743. Asshown in FIG. 18, a group 743 a and a score 743 b are stored as thescore data 743 while being associated with each other. The group 743 ais classified into six groups (A) to (F). In this example, the scores ofonly the groups (A) to (D) are determined, and the scores of the groups(E) and (F) are set at “0”.

The creation probability determination section 321 determines whether ornot the scores of the groups (A) to (D) satisfy the following conditionB.

Condition B: the score of at least one of the groups (A) to (D) is “5”or more, and the scores of three or more groups are “1” or more.

When the condition B is satisfied, the creation probabilitydetermination section 321 selects three groups with higher scores fromthe groups (A) to (D). The creation probability determination section321 refers to a group/attribute correspondence table 735, and sets theattributes corresponding to the selected groups to be first to thirdattributes which are attributes of creation candidate characters in theorder from the attribute with the highest score.

The group/attribute correspondence table 735 is a data table whichdefines the correspondence between the groups (A) to (D) and theattributes of the characters. FIG. 19 shows an example of the dataconfiguration of the group/attribute correspondence table 735. As shownin FIG. 19, a group 735 a and an attribute 735 b of a character arestored in the group/attribute correspondence table 735 while beingassociated with each other.

In the example shown in FIG. 18, the first attribute is “earth”corresponding to the group (C) with the highest score, the secondattribute is “water” corresponding to the group (D) with the secondhighest score, and the third attribute is “fire” corresponding to thegroup (A) with the third highest score.

The creation probability determination section 321 determines thecreation probability of each of the first to third attributes based onthe score of each of the selected groups. Specifically, the creationprobability determination section 321 calculates the ratio of the scoreof each group to the sum of the scores of the three selected groups asthe creation probability of the attribute corresponding to each group.In the example shown in FIG. 18, the score of the group (C)corresponding to the first attribute “earth” is “27”, the score of thegroup (D) corresponding to the second attribute “water” is “23”, and thescore of the group (A) corresponding to the third attribute “fire” is“10”. The creation probability of the first attribute “earth” is 45%(=27/60(=27+23+10)), the creation probability of the second attribute“water” is 38% (=23/60), and the creation probability of the thirdattribute “fire” is 17% (=10/60).

The determined creation probability of each attribute is stored asdetermined creation probability data 744. FIG. 20 shows an example ofthe data configuration of the determined creation probability data 744.As shown in FIG. 20, an attribute 744 a and a creation probability 744 bare stored as the determined creation probability data 744 while beingassociated with each other. The attribute 744 a includes the first tothird attributes. The creation probability 744 b is set so that thetotal value is 100%.

Specifically, when the condition B is satisfied, characters with theattributes corresponding to the groups (A) to (D) (i.e., “fire”, “wind”,“earth”, and “water”) are set to be creation candidate characters(selected candidate characters), and the character to be created isselected from these characters.

When the scores of the groups (A) to (D) do not satisfy the condition B,the creation probability determination section 321 determines the firstto third attributes and the creation probabilities as follows. When thescores of all of the groups (A) to (D) are “0” (i.e., no chord isformed), the creation probability determination section 321 determinesthat the creation of the character has failed, and does not determinethe creation probability.

Specifically, when the condition B is not satisfied since the scores ofthe groups (A) to (D) are less than “5”, the creation probabilitydetermination section 321 determines the scores of the groups (E) and(F) referring to a score setting table 736 based on the detection totalcount of all the black-key notes based on the detected note data 722.

FIG. 21 shows an example of the data configuration of the score settingtable 736. As shown in FIG. 21, a ratio 736 a of the detection totalcount of all the black-key notes to the detection total count of all thenotes and a score 736 b of each of the groups (E) and (F) are stored inthe score setting table 736 while being associated each other.

The creation probability determination section 321 refers to the notedetection total count data 741, and calculates the ratio of thedetection total count of all the black-key notes to the detection totalcount of all the notes (set note content). The creation probabilitydetermination section 321 sets the scores associated with the calculateddetection total count ratios in the score setting table 736 to be thescores of the groups (E) and (F). The creation probability determinationsection 321 selects three groups with higher scores from the groups (A)to (F), and sets the attributes corresponding to the three selectedgroups to be the first to third attributes in the order from theattribute with the highest score referring to the group/attributecorrespondence table 735. The creation probability determination section321 determines the creation probability of each of the first to thirdattributes based on the score of each selected group. Specifically, thecreation probability determination section 321 calculates the ratio ofthe score of each group to the sum of the scores of the three selectedgroups as the creation probability of the attribute corresponding toeach group.

When the condition B is not satisfied since the number of groupsincluded in the groups (A) to (D) and having a score of “1” or more isless than three, the creation probability determination section 321determines the first to third attributes and the creation probabilitiesbased on the detection total count of each note based on the detectednote data 722.

Specifically, when the number of groups included in the groups (A) to(D) and having a score of “1” or more is two, the creation probabilitydetermination section 321 determines one of the groups with a higherscore to be a first group, and determines the attribute corresponding tothe first group to be the first attribute referring to thegroup/attribute correspondence table 735. The creation probabilitydetermination section 321 determines the attribute corresponding to theother group to be the second attribute.

When the number of groups included in the groups (A) to (F) and having ascore of “1” or more is one, the creation probability determinationsection 321 determines that group to be a first group, and determinesthe attribute corresponding to the first group to be the first attributereferring to the group/attribute correspondence table 735. The creationprobability determination section 321 sets the sum of the detectiontotal count of each note belonging to each of note classification groups(a) to (f) according to a note classification table 737.

The note classification table 737 is a data table which defines theclassification of notes. FIG. 22 shows an example of the dataconfiguration of the note classification table 737. As shown in FIG. 22,a group 737 a, a note 737 b, and an attribute 737 c of a character arestored in the note classification table 737 while being associated withone another. The group 737 a is classified into six groups (a) to (f).Each of the groups (a) to (f) is associated with two notes.

The calculated sum of the detection total count of each note of eachgroup is stored as note classification data 745. FIG. 23 shows anexample of the data configuration of the note classification data 745.As shown in FIG. 23, a group 745 a and a detection total count 745 b arestored as the note classification data 745 while being associated witheach other.

The creation probability determination section 321 refers to the notedetection total count data 741, and calculates the sum of the detectiontotal count of each note belonging to each of the groups (a) to (f). Thecreation probability determination section 321 determines one of thegroups (a) to (f) having the largest sum of the detection total counts,and determines the attribute corresponding to the determined group to bethe second attribute. When the attribute corresponding to the grouphaving the largest note count coincides with the first attribute, thecreation probability determination section 321 determines the attributecorresponding to the group having the second largest note count to bethe second attribute.

After determining the first and the second attributes, the creationprobability determination section 321 determines the third attributebased on the possessed characters. Specifically, the creationprobability determination section 321 refers to the character settingdata 732 corresponding to the type of egg selected for causing thecharacter to be created and the possessed character data 731 d, andcalculates the possession ratio of the number of characters possessed bythe player and having each attribute to the total number of charactersin character's attribute units. The creation probability determinationsection 321 determines the attribute of which the calculated possessionratio is the smallest to be the third attribute.

After determining the first to third attributes, the creationprobability determination section 321 determines the creationprobability of each of the first to third attributes referring to acreation probability setting table 746.

FIG. 24 shows an example of the data configuration of the creationprobability setting table 746. As shown in FIG. 24, a score 746 a of thefirst group and a creation probability 746 b of each of the first tothird attributes are stored in the creation probability setting table746 while being associated with each other.

The creation probability determination section 321 determines thecreation probability associated with the score of the first group (i.e.,one of the groups (a) to (f) corresponding to the first attribute) inthe creation probability setting table 746 to be the creationprobability of each of the first to third attributes.

Specifically, when the condition B is not satisfied, characters with theattributes corresponding to the groups (A) to (F) (i.e., “fire”, “wind”,“earth”, “water”, “light”, and “darkness”) are set to be creationcandidate characters, and the character to be created is selected fromthese characters.

When the creation probability determination section 321 has determinedthe creation probability of the character in attribute units based onthe chord detected from the input sound, the character creation controlsection 320 determines the character to be created according to thecreation probability of each attribute determined by the creationprobability determination section 321. Specifically, the charactercreation control section 320 determines the attribute of the characterto be created from the first to third attributes according to thecreation probability. The character creation control section 320 refersto the possessed character data 731 d and the character setting data 732corresponding to the selected egg, and determines a character randomlyselected from the characters which have the determined attribute and arenot possessed by the player to be the character to be created.

The creation production section 322 then performs a creation productionprocess of producing the creation of the determined character.Specifically, the creation production section 322 determines the colorand the generation percentage of each of the first to third particles asthree types of particles P to be displayed. The first to third particlesrespectively correspond to the first to third attributes. The generationpercentage refers to the percentage of the number of respectiveparticles generated in the total generation count which is the totalnumber of first to third particles generated. Specifically, since therespective particles P have the same life (about a few seconds), thenumber of respective particles P displayed is proportional to thepercentage of the respective particles P generated.

The creation production section 322 refers to the determined creationprobability data 744 and an attribute/color correspondence table 751,and determines the colors corresponding to the first to third attributesto be the colors of the first to third particles, respectively.

The attribute/color correspondence table 751 is a data table whichdefines the correspondence between the attribute of a character and acolor. FIG. 25 shows an example of the data configuration of theattribute/color correspondence table 751. As shown in FIG. 25, anattribute 751 b of a character and a color 751 b are stored in theattribute/color correspondence table 751 while being associated witheach other.

The creation production section 322 determines an initial generationpercentage which is the generation percentage when the charactercreation production starts, an intermediate generation percentage whichis the generation percentage during the character creation production,and a final generation percentage which is the generation percentagewhen the character creation production ends as the generation percentageof the respective particles. Specifically, the initial generationpercentages of the first to third particles are set at 33%. The creationprobabilities of the first to third attributes are respectively set asthe intermediate generation percentages of the first to third particles.The final generation percentage of the particle corresponding to theattribute of the character to be created is set at 90%, and the finalgeneration percentages of the remaining particles are set at 5%.

The determined colors and generation percentages of the respectiveparticles P are stored as particle data 752. FIG. 26 shows an example ofthe data configuration of the particle data 752. As shown in FIG. 26, aparticle 752 a, a color 752 b, and a generation percentage 752 c arestored as the particle data 752 while being associated with one another.The particle 752 a is classified as the first to third particles. Thegeneration percentage 752 c includes the initial generation percentage,the intermediate generation percentage, and the final generationpercentage.

The creation production section 322 then generates generation percentagecontrol data 754 for controlling generation of the respective particlesbased on the determined generation percentages of the respectiveparticles.

FIG. 27 shows an example of the generation percentage control data 754.FIG. 27 shows the generation percentages of the respective particles Pwith respect to the time t (the horizontal axis indicates the time t,and the vertical axis indicates the generation percentage). As shown inFIG. 27, the generation percentages of the first to third particles are33% (initial generation percentage) at the character creation productionstart time t0. The generation percentage is gradually changed(increased/decreased) so that the generation percentage is set at theintermediate generation percentage at the time t1 during the charactercreation production and is set at the final generation percentage at thefinish time t2.

The creation production section 322 causes the image display section 400to display the character creation production screen in which theselected egg and the respective particles are displayed, as shown inFIG. 3, and causes the sound output section 500 to output specificproduction sound, for example. The creation production section 322starts controlling the respective particles in the character creationproduction screen according to the total generation count control data753 and the generation percentage control data 754.

The total generation count control data 753 is data for controlling thetotal generation count which is the sum of the numbers of respectiveparticles generated. FIG. 28 shows an example of the total generationcount control data 753. FIG. 28 shows the total generation count N withrespect to the time t (the horizontal axis indicates the time t, and thevertical axis indicates the generation count N). As shown in FIG. 28,the total generation count N is constant at a total generation count N1from the character creation production start time to the time t1, and isgradually increased so that the total generation count N reaches apredetermined total generation count N2 at the finish time t2.

Specifically, the creation production section 322 determines the totalgeneration count N at the present time from the total generation countcontrol data 753 in units of a specific period of time, and determinesthe generation percentage of each of the first to third particles fromthe generation percentage control data 754. The creation productionsection 322 determines the generation count of each of the first tothird particles by multiplying the total generation count N by thegeneration percentage of the respective particles, and generates theparticles P in the determined generation count. The creation productionsection 322 causes the particles P to disappear (to be deleted) when thespecific life has expired.

The creation production section 322 controls the movement of eachparticle P currently displayed. Specifically, the creation productionsection 322 sets a moving force field acting on the particle P with theposition of the egg being the generation base score (center). The movingforce field is set as a positive (+) force field which acts to draw theparticle P toward the center of the generation base score or a negative(−) force field which acts to move the particle P away from thegeneration base score. The creation production section 322 moves eachparticle P according to the external force corresponding to the distancefrom the force field base score applied by the moving force field andthe initial speed applied to each particle P. For example, when avelocity vector in the direction which rotates around the generationbase score of the moving force field is specified as the initial speed,each particle P moves so that each particle P is diffused or drawn whilerotating around the egg OB.

When a specific period of time predetermined for the character creationproduction has expired, the creation production section 322 finishesdisplaying the character creation production screen, and displays thecharacter creation screen in which the character to be created isdisplayed, as shown in FIG. 4, for example. The creation productionsection 322 adds the created character to the possessed characters toupdate the possessed character data 731 d, and decrements the eggs ofthe selected type by one to update the possessed egg data 731 a.

In FIG. 5, the image generation section 330 generates a game image fordisplaying a game screen based on the calculation results from the gamecalculation section 310, and outputs an image signal of the generatedimage to the image display section 400. The image display section 400displays the game screen based on the image signal from the imagegeneration section 330 while redrawing the screen of one frame every1/60 second, for example. The function of the image display section 400is implemented by hardware such as a CRT, an LCD, an ELD, a PDP, or anHMD. In FIG. 1, the displays 12A and 12B correspond to the image displaysection 400.

The sound generation section 340 generates game sound such as effectsound and BGM used during the game, and outputs a sound signal of thegenerated game sound to the sound output section 500. The sound outputsection 500 outputs the game sound such as effect sound and BGM based onthe sound signal from the sound generation section 340. The function ofthe sound output section 500 is implemented by a speaker or the like. InFIG. 1, the speaker 13 corresponds to the sound output section 500.

The communication section 600 communicates data with an external devicesuch as another portable game device 1 according to the control signalfrom the processing section 300. The function of the communicationsection 600 is implemented by a wireless communication module, a jackfor a communication cable, a control circuit, or the like. In FIG. 1,the wireless communication device 18 corresponds to the communicationsection 600.

The storage section 700 stores a system program for implementing thefunction for causing the processing section 300 to integrally controlthe portable game device 1, a program and data necessary for causing theprocessing section 300 to execute the game, and the like. The storagesection 700 is used as a work area for the processing section 300, andtemporarily stores the results of calculations performed by theprocessing section 300 according to various programs, data input fromthe operation input section 100, and the like. The function of thestorage section 700 is implemented by an IC memory, a hard disk, aCD-ROM, a DVD, an MO, a RAM, a VRAM, or the like. In FIG. 1, the ROM,the RAM, and the like provided in the control device 17 correspond tothe storage section 700.

The storage section 700 also stores the game program 710 for causing theprocessing section 300 to function as the game calculation section 310,and game data. The game program 710 includes a character creationprogram 711 for causing the processing section 300 to function as thecharacter creation control section 320. The game data includes the inputsound data 721, the detected note data 722, the start note data 723, thenote-name-unit detection data 724, the note-name-unit start data 725,the possessed item data 731, the character setting table 732, the levelcondition data 733, the chord classification table 734, thegroup/attribute correspondence table 735, the score setting table 736,the note classification table 737, the note detection total count data741, the chord formation count data 742, the score data 743, thedetermined creation probability data 744, the note classification data745, the creation probability setting table 746, the attribute/colorcorrespondence table 751, the particle data 752, the total generationcount control data 753, and the generation percentage control data 754.

<Process Flow>

FIG. 29 is a flowchart illustrative of the flow of the game processaccording to this embodiment. This process is implemented by causing thegame calculation section 310 to execute the process based on the gameprogram 710.

As shown in FIG. 29, the game calculation section 310 controls theprocess of a known breeding game according to the operation input fromthe operation input section 100 and the like (step A1). When the playerhas acquired a new egg (step A3: YES), the game calculation section 310adds the acquired egg to the possessed eggs, and updates the possessedegg data 731 a (step A5). When causing a character to be created (stepA7: YES), the character creation control section 320 performs acharacter creation process (step A9).

FIG. 30 is a flowchart illustrative of the flow of the charactercreation process.

As shown in FIG. 30, the character creation control section 320 refersto the possessed egg data 731 a, and causes the image display section400 to display the egg selection screen in which different types of eggsprovided in advance are displayed together with the number of eggspossessed by the player. The character creation control section 320refers to the character setting table 732 corresponding to the eggselected on the egg selection screen, and causes the image displaysection 400 to display the character list screen which is a list of thecharacters set for the selected egg. The character creation controlsection 320 selects one egg from the eggs possessed by the playeraccording to the operation input from the operation input section 100(step B1).

When the egg has been selected, the character creation control section320 performs a sound input process of allowing the player to inputmelody sound by performing a specific countdown display and the like,and storing sound data input from the sound input section 200 as theinput sound data 721 (step B3). The creation probability determinationsection 321 then performs a creation probability determination processbased on the input sound data 721 (step B5).

FIG. 31 is a flowchart illustrative of the flow of the creationprobability determination process.

As shown in FIG. 31, the creation probability determination section 321detects each note within a specific octave from the input sound data721, and generates the detected note data 722 (step C1). The creationprobability determination section 321 performs a filtering process forthe detected note data 722 (step C3).

FIG. 32 is a flowchart illustrative of the flow of the filteringprocess.

As shown in FIG. 32, the creation probability determination section 321determines the maximum level of the detected notes based on the detectednote data 722 (step D1). The creation probability determination section321 refers to the level condition data 733, and excludes any note in thedetected note data 722 which does not satisfy the specific levelcondition from the detected notes (step D3). The creation probabilitydetermination section 321 determines the detected notes in the detectednote data 722 in units of detection time t. When five or more adjacentnotes have been detected, the creation probability determination section321 excludes all notes at the time t from the detected notes (step D5).

The creation probability determination section 321 calculates thedetection total count of each note in the detected note data 722, andsums up the calculated detection total count of each note to calculatethe detection total count of all the notes (step D7). The creationprobability determination section 321 sums up the detection total countof each black-key note in the detected note data 722 to calculate thedetection total count of all the black-key notes (step D9).

The creation probability determination section 321 combines the detectednote data 722 within one octave in note name units to generate thenote-name-unit detection data 724 (step D11). The creation probabilitydetermination section 321 calculates the number of types of detectednotes in the note-name-unit detection data 724 in units of detectiontime t. When the calculated number of types of notes is seven or more,the creation probability determination section 321 excludes all notes atthe time t from the detected notes (step D13).

The creation probability determination section 321 determines the startof each detected note in the detected note data 722 to generate thestart note data 723 (step D15). The creation probability determinationsection 321 combines the generated start note data 723 within one octavein note name units to generate the note-name-unit start data 725 (stepD17).

The creation probability determination section 321 thus completes thefiltering process.

As shown in FIG. 31, after the completion of the filtering process, thecreation probability determination section 321 refers to the notedetection total count data 741, and determines the detection total countof all the notes in the detected note data 722. When the detection totalcount of all the notes is 10 or more (step C5: YES), the creationprobability determination section 321 performs a chord formationdetermination process to determine the scores of the groups (A) to (D)(step C7).

FIG. 33 is a flowchart illustrative of the flow of the chord formationdetermination process.

As shown in FIG. 33, the creation probability determination section 321determines whether or not a chord is formed in the note-name-unitdetection data 724 at each detection time t, and calculates theformation count in chord units (step E1). Likewise, the creationprobability determination section 321 determines whether or not a chordis formed in the note-name-unit start data 725 at each detection time t,and calculates the formation count in chord units (step E3).

The creation probability determination section 321 sums up the formationcounts of the note-name-unit detection data 724 and the note-name-unitstart data 725 in chord units to calculate the total formation count(step E5). The creation probability determination section 321 determinesthe sum of the formation count of each chord belonging to each of thechord classification groups (A) to (D) to be the score of each group(step E7).

The creation probability determination section 321 thus completes thechord formation determination process.

As shown in FIG. 31, after the completion of the chord formationdetermination process, the creation probability determination section321 determines the score of each of the groups (A) to (D). When thescore of at least one of the groups (A) to (D) is 5 or more (step C9:YES), and the scores of three or more groups are 1 (step C11: YES), thecreation probability determination section 321 selects three groups withhigher scores from the groups (A) to (D) (step C13). The creationprobability determination section 321 sets the attributes correspondingto the selected groups to be the first to third attributes in the orderfrom the attribute with the highest score (step C15), and determines thecreation probability of each of the first to third attributes based onthe score of each of the selected groups (step C17). The creationprobability determination section 321 determines that the character issuccessfully created (step C19).

When the score of at least one of the groups (A) to (D) is 5 or more(step C9: YES), and the number of groups with a score of 1 or more isless than three (step C11: NO), the creation probability determinationsection 321 performs a group count shortage process, and determines thefirst to third attributes and the creation probabilities (step C19).

FIG. 34 is a flowchart illustrative of the flow of the group countshortage process.

As shown in FIG. 34, the creation probability determination section 321determines one of the groups (A) to (F) with the highest score to be thefirst group, and determines the attribute corresponding to the firstgroup to be the first attribute (step F1).

The creation probability determination section 321 determines the scoresof the groups (A) to (F). When the number of groups included in thegroups (A) to (F) and having a score of 1 or more is one (step F3: YES),the creation probability determination section 321 sums up the detectiontotal count of each note in the detected note data 722 belonging to eachof the note classification groups (a) to (f) referring to the notedetection total count data 741 (step F5).

The creation probability determination section 321 selects one of thegroups (a) to (f) having the largest detection total count, anddetermines whether or not the attribute corresponding to the selectedgroup coincides with the first attribute. When the selected group doesnot coincide with the first attribute (step F7: YES), the creationprobability determination section 321 sets the attribute correspondingto the selected group to be the second attribute (step F9). When theselected group coincides with the first attribute (step F7: NO), thecreation probability determination section 321 selects one of the groups(a) to (f) with the second highest score, and sets the attributecorresponding to the selected group to be the second attribute (stepF11).

When the number of groups included in the groups (A) to (F) and having ascore of 1 or more is two in the step F3 (step F3: NO), the creationprobability determination section 321 sets the attribute correspondingto one of the groups (A) to (F) with the second highest score to be thesecond attribute (step F13).

The creation probability determination section 321 refers to thecharacter setting table 732 corresponding to the type of the selectedegg and the possessed item data 731, and determines the attribute withthe minimum possession rate from the attribute of each character set forthe egg of the selected type (step F15). The creation probabilitydetermination section 321 determines whether or not the determinedattribute coincides with the first or second attribute. When thedetermined attribute does not coincide with the first or secondattribute (step F17: YES), the creation probability determinationsection 321 sets the determined attribute to be the third attribute(step F21). When the determined attribute coincides with the first orsecond attribute (step F17: NO), the creation probability determinationsection 321 determines the attribute of the character with the secondsmallest possession rate (step F19). The creation probabilitydetermination section 321 determines whether or not the determinedattribute coincides with the first or second attribute in the step F17(step F17).

The creation probability determination section 321 refers to the scoresetting table 736, and determines the creation probability of each ofthe first to third attributes according to the score of the first group(step F23).

The creation probability determination section 321 thus completes thegroup count shortage process.

In FIG. 31, after the completion of the group count shortage process,the creation probability determination section 321 determines that thecharacter is successfully created (step C29).

When the scores of the groups (A) to (D) are less than 5 (step C9: NO),the creation probability determination section 321 determines the numberof types of detected notes in the detected note data 722 referring tothe note detection total count data 741. When the number of types ofdetected notes is less than two (step C21: NO), the creation probabilitydetermination section 321 determines that the character is notsuccessfully created (step C31).

When the number of types of detected notes is two or more (step C21:YES), the creation probability determination section 321 refers to thenote detection total count data 741, and determines the scores of thegroups (E) and (F) referring to the score setting table 736 based on thedetection total count of all the black-key notes in the detected notedata 722 (step C23). The creation probability determination section 321then determines the score of each of the groups (A) to (F). When thescores of three or more of the groups (A) to (F) are 1 or more (stepC25: YES), the creation probability determination section 321 selectsthree groups with higher scores from the groups (A) to (F) (step C27).The creation probability determination section 321 sets the attributescorresponding to the selected groups to be the first to third attributesin the order from the attribute with the highest score (step C15), anddetermines the creation probability of each of the first to thirdattributes based on the score of each of the selected groups (step C17).The creation probability determination section 321 determines that thecharacter is successfully created (step C29).

When the number of groups (A) to (F) with a score of 1 or more is lessthan three (step C25: YES), the creation probability determinationsection 321 performs the group count shortage process, and determinesthe first to third attributes and the creation probabilities (step C19).The creation probability determination section 321 determines that thecharacter is successfully created (step C29).

The creation probability determination section 321 thus completes thecreation probability determination process.

In FIG. 30, after the completion of the creation probabilitydetermination process, the character creation control section 320determines whether or not the character is successfully created. Whenthe character is successfully created (step B7: YES), the charactercreation control section 320 determines the character to be createdaccording to the type of the selected egg and the creation probabilityof each attribute determined. Specifically, the character creationcontrol section 320 determines the attribute of the character to becreated according to the creation probability of each attributedetermined. The character creation control section 320 refers to thecharacter setting table 732 corresponding to the type of the selectedegg, and determines a character randomly selected from the characterswhich have the determined attribute and are not possessed by the playerto be the character to be created (step B9). The character creationcontrol section 320 decrements (reduces) the eggs of the selected typeby one to update the possessed egg data 731 a (step B11). The creationproduction section 322 then performs a character creation productionprocess (step B13).

FIG. 35 is a flowchart illustrative of the flow of the charactercreation production process.

As shown in FIG. 35, the creation production section 322 determines thecolors corresponding to the first to third attributes to be the colorsof the first to third particles, respectively (step G1).

The creation production section 322 determines the generation percentageof each of the first to third particles. Specifically, the creationproduction section 322 sets the initial generation percentage of each ofthe first to third particles at the same value (33%) (step G3). Thecreation production section 322 sets the creation probabilities of thefirst to third attributes as the intermediate generation percentages ofthe first to third particles, respectively (step G5). The creationproduction section 322 sets the final generation percentage of theparticle corresponding to the attribute of the character to be createdat 90%, and sets the final generation percentages of the remainingparticles at 5% (step G7). The creation production section 322 refers tothe particle data 752, and generates the generation percentage controldata 754 according to the generation percentage of each of the first tothird particles (step G9).

The creation production section 322 causes the image display section 400to display the character creation production screen in which the egg ofthe selected type and the respective particles are disposed, and startscontrolling each particle in the character creation screen according tothe total generation count control data 753 and the generated generationpercentage control data 754 (step G11). When a specific period of timehas expired after displaying the character creation production screen(step G13: YES), the creation production section 322 finishes displayingthe character creation production screen, and causes the image displaysection 400 to display the character creation screen displaying a statein which the character is created (step G15). The creation productionsection 322 adds the created character to the possessed characters toupdate the possessed character data 731 d (step G17).

The creation production section 322 thus completes the charactercreation production process.

When the character is not successfully created in the step B7 in FIG. 30(step B7: NO), the character creation control section 320 performs acharacter creation failure production process such as causing the imagedisplay section 400 to display the creation failure screen showing thatthe character is not successfully created, or causing the sound outputsection 500 to output sound (step B15).

The character creation control section 320 thus completes the charactercreation process.

In FIG. 29, after the completion of the character creation process, thegame calculation section 310 determines whether or not to finish thegame. When the game calculation section 310 does not finish the game(step A11: NO), the game calculation section 310 transitions to the stepA1. When the game calculation section 310 has determined to finish thegame (step A11: YES), the game calculation section 310 finishes the gameprocess to finish the game.

<Effects>

According to this embodiment, whether or not a chord is formed isdetermined from the input sound in units of detection time t at specifictime intervals, the first to third attributes are determined as theattributes of the creation candidate characters from the attributes ofthe characters based on the determined formation count in chord units,and the creation probability of each of the first to third attributes isdetermined. The character with one of the first to third attributesdetermined according to the creation probability is created and added tothe possessed characters.

Specifically, since the character corresponding to the type of chordincluded in the input sound is created depending on the probability, thecharacter to be created differs even if the same melody is input,whereby the player can enjoy the game. The creation probability of eachof the first to third attributes is determined by the formation count ofthe corresponding chord. Specifically, when the number of specificchords is large, the character with the attribute associated with thespecific chord is created with a high probability. The chord is animportant element which determines the tone of the melody. Therefore,the player can enjoy estimating the character to be created from thetone of the input melody.

<Modification>

The embodiments to which the invention can be applied are not limited tothe above-described embodiments. Various modifications and variationsmay be made without departing from the spirit and scope of theinvention.

(A) Detection Total Count of Black-Key Note

In the above-described embodiments, the characters with the attributes“light” and “darkness” respectively corresponding to the groups (E) and(F) are included in the attributes of the creation candidate charactersby determining the scores of the groups (E) and (F) according to theratio of the detection total count of all the black-key notes to thedetection total count of all the notes. The characters with theattributes “light” and “darkness” may be included in the creationcandidate characters according to the detection total count of all theblack-key notes, for example. Specifically, when the detection totalcount of all the black-key notes is equal to or greater than a firstspecific number and less than a second specific number, the characterwith the attribute “light” or “darkness” is included in the creationcandidate characters. When the detection total count of all theblack-key notes is equal to or greater than the second specific number,the characters with the attributes “light” and “darkness” are includedin the creation candidate characters, for example. Note that the secondspecific number is greater than the first specific number.

(B) Particle P

In the above-described embodiments, the particle P is spherical. Notethat the particle P may have another shape such as a triangle, aquadrangle, or a line. A state in which the spherical particles P aremixed may be displayed as a cloud or smoke.

The display state such as the size, shape, or brightness of eachparticle P may be changed with the passage of time. In this case, it isdesirable that the color of the particle P not be changed because thecolor of the particle P indicates the corresponding attribute.

In the above-described embodiments, the number of respective particles Pis changed by generating the particles P or causing the particles P todisappear. Note that the total number of particles P may be constantwithout generating the particles P or causing the particles P todisappear, and the ratio of the numbers of respective particles P may bechanged by changing the color of each particle P. In the above-describedembodiments, each particle P has the same life. Note that the ratio ofthe numbers of respective particles P may be changed by changing thelife of each particle P depending on the type.

(C) Scale

The above-described embodiments have been described taking an example ofa Western music scale (e.g. do, re, mi, fa, sol, la, ti, and do). Notethat the invention can also be applied to other scales.

(D) Determination of Character to be Created

In the above-described embodiments, a character randomly selected fromthe characters corresponding to the attribute determined based on theinput sound is created. Note that the character to be created may beselected based on the date (date and time). Specifically, the selectionprobability of each time zone obtained by dividing one day (24 hours)into a plurality of time zones (e.g. morning, daytime, and night) is setfor each character. The character to be created is selected according tothe selection probability corresponding to the time zone correspondingto the time at which the melody sound is input among the selectionprobabilities in time zone units set for each character corresponding tothe determined attribute. The selection probability of each seasonobtained by dividing one year (365 days) into a plurality of seasons(e.g. spring, summer, autumn, and winter) may be set instead of the timezone, and the character to be created may be selected according to theselection probability corresponding to the date at which the melodysound is input. This allows the character to be created to be changedcorresponding to the date at which the melody sound is input.

Alternatively, the time zone may be associated with the characterinstead of the selection probability, and the character may be createdwhich corresponds to the time zone corresponding to the time at whichthe melody sound is input.

(E) Character Creation Timing

In the above-described embodiments, the character is created afterperforming creation production of displaying the particle Pcorresponding to the attribute of each creation candidate character.Note that the character may be created during creation production, thecharacter may be created at the same time as creation production, orcreation production may be performed after (immediately after) creatingthe character.

(F) Attribute

In the above-described embodiments, the attribute is set in advance foreach character as the parameter by which each character is classified.Note that the capability parameter of each character may be employedsuch as offensive power, defensive power, or witchcraft.

(G) Applicable Game Device

The above-described embodiments illustrate the case of applying theinvention to the portable game device. Note that the invention can alsobe applied to other devices which can execute a game, such as a consumergame device, an arcade game device, and a portable telephone.

(H) Applicable Game

The above-described embodiments illustrate the case of applying theinvention to the breeding game. Note that the invention can also beapplied to other games in which a character appears, such as arole-playing game.

Although only some embodiments of the invention have been describedabove in detail, those skilled in the art would readily appreciate thatmany modifications are possible in the embodiments without materiallydeparting from the novel teachings and advantages of the invention.Accordingly, such modifications are intended to be included within thescope of the invention.

1. A game process control method which causes a computer including asound input section to execute a game in which a game character appears,the method comprising: detecting a note set included in input soundinput to the sound input section, the note set being one of differenttypes of note sets formed by combining predetermined notes; selecting agame character caused to appear based on the detection result; causingthe selected game character to appear; and controlling display of eachgame character including the new game character.
 2. The game processcontrol method as defined in claim 1, wherein the note sets areassociated in advance with the game characters; wherein the methodfurther comprises determining selection candidate characters includingat least the game character corresponding to the detected note set; andwherein the game character caused to appear is selected from thedetermined selection candidate characters.
 3. The game process controlmethod as defined in claim 2, wherein the note set included in the inputsound is detected at given time intervals; and wherein the selectioncandidate characters are determined based on a detection total count ofeach of the note sets detected.
 4. The game process control method asdefined in claim 3, wherein the selection candidate charactercorresponding to the note set with a larger detection total count isselected as the game character caused to appear with a higherprobability.
 5. The game process control method as defined in claim 2,wherein the game character determined to be the selection candidatecharacter is associated in advance corresponding to a set note contentwhich is a percentage of a predetermined note in the input sound;wherein the method further comprises determining the set note content ofthe input sound input to the sound input section; and wherein the gamecharacter corresponding to the determined set note content is determinedto be included in the selection candidate characters.
 6. The gameprocess control method as defined in claim 2, further comprising:detecting whether or not a set note which is a note set in advance isincluded in the input sound input to the sound input section at giventime intervals; wherein a special character is determined to be includedin the selection candidate characters when a detection total count ofthe detected set note has reached a specific number.
 7. The game processcontrol method as defined in claim 1, wherein the game character isassociated in advance with each of a plurality of time conditionsobtained by dividing a period in which the input sound may be input bydate and/or time; and wherein the game character corresponding to thetime condition satisfied by an input time of the input sound from thesound input section is selected as the game character caused to appear.8. The game process control method as defined in claim 1, furthercomprising: detecting an input timing of each note included in the inputsound input to the sound input section; wherein the note set is detectedwhich includes the notes input at the same input timing.
 9. The gameprocess control method as defined in claim 1, wherein the note setincluded in the input sound input to the sound input section is detectedin note name units.
 10. The game process control method as defined inclaim 1, further comprising: subjecting the input sound to a filteringprocess by detecting only the notes included in the input sound input tothe sound input section and having a specific intensity; wherein thenote set is detected using the input sound subjected to the filteringprocess as the input sound input to the sound input section.
 11. Thegame process control method as defined in claim 10, wherein thefiltering process includes causing a portion of the input sound input tothe sound input section in which a specific number or more of notes areinput at the same time to be silent.
 12. A computer-readable informationrecording medium storing a program for causing a computer to execute thegame process control method as defined in claim
 1. 13. A game devicecomprising: a sound input section; a note set detection section whichdetects a note set included in input sound input to the sound inputsection, the note set being one of different types of note sets formedby combining predetermined notes; a character selection section whichselects a game character caused to appear based on the detection resultof the note set detection section; and a character appearance controlsection which causes the game character selected by the characterselection section to appear.